The numbers check out.
Video is a *lot* of information. Even with good quality modern compression, filling a 1080p screen at 30hz requires far more numbers than the game state of League. If you think about it that way, you can draw a relation between, say, knowing the position of a unit - 3 32-bit numbers, to the color of 12 pixels with 8-bit color channels.
That particular comparison isn't fair to video - the compression techniques there are very well developed past the concept of sending individual color information, but the general idea illustrates why the difference is so big.

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> [{quoted}](name=Riot Penrif,realm=NA,application-id=A7LBtoKc,discussion-id=7KgXRu3X,comment-id=00020000,timestamp=2016-10-02T01:50:40.509+0000)
>
> Oh yes it was quite the voyage of discovery. We had QA-folk trying anything to reproduce it, attacking from any conceivable angle, engineers staring at code trying to make any sense of the evidence and many other Rioters offering any help they could. We were finally able to reproduce it on a development machine late in the night and were eventually able to trace a narrative back to root cause early the next day.
>
> Teamwork makes the dream work.
So was this only reproducible when all of the first 12 clients for secondary synch were NOT one of the 5 members on the enemy team (the 5 players that don't have vision of ASol)?

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Interesting to see how the age of the accounts played a factor in this bug. Could we hear more about the process of finding the causes for the bug? I imagine you guys would have been running all sorts of tests before figuring out what it was.

Oh yes it was quite the voyage of discovery. We had QA-folk trying anything to reproduce it, attacking from any conceivable angle, engineers staring at code trying to make any sense of the evidence and many other Rioters offering any help they could. We were finally able to reproduce it on a development machine late in the night and were eventually able to trace a narrative back to root cause early the next day.
Teamwork makes the dream work.

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Are you super sure it shows up enough? I'm looking at this gif and I feel like it blends in with the health bar a little too much. I guess it will be less obvious on a red health bar, but for the self it's a bit... hard to see.

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What other abilities were altered to "embrace invulnerability"?
I'm guessing something along the lines of Master Yi's Alpha Strike? Will his health bar now go all shiny and yellow when he does that?
Can his health bar be visible the whole time he is alpha striking now?

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Last question I would like to pose. There are similar reports of Ekko's 'trail' being spotted in places it shouldn't be. Is this going to be fixed on the Worlds patch as well? Ekko is a popular pick and I would hate to see him being disabled for Worlds
Thanks for taking the time to answer my questions!

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I've heard (albeit from unconfirmed sources) that it can be reproduced by Aurelion Sol toggling lock/unlock camera while entering fog of war. this is easiest to do in bushes because there is a very clear line. Is this information incorrect?

I believe it'd be quite hard to intentionally reproduce in a competitive environment. You would need to have the other team lose vision of you at an important position, and remain completely out of vision, only to reveal just your passive to that team some point in the future and a missile might show up at the previous position for a couple frames.
It demonstrates infrequently due to many factors. One of which is simply that the position and timing of the effect is complicated and doesn't often arise in an organic environment in a way that's noticeable. There's also a strong timing component to this as well, where the client's framerate and network updates are effectively racing each other. Initially I had a difficult time replicating the issue on my workstation as I had capped my framerate to 30Hz, which allowed the network sync to usually land in time for the issue to not display.